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Old 02-14-2018, 11:50 AM   #21
sir_pudding
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

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Originally Posted by Armin View Post
I don't think those are a problem, since IMO those don't work as commands. Without including 'commit' first, they're just confusing nouns shouted out at people.
"Kill yourself!" is two words as is "Kill him!"
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Old 02-14-2018, 12:11 PM   #22
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

Given Command's minor nature, I'd have any direct kill-people commands end in a turn spent in useless shock at the idea, unless you're ordering someone to kill somebody they'd kill anyway. The idea is just to waste someone's turn, as I noted in my last post, and not to waste someone.
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Old 02-14-2018, 01:00 PM   #23
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

I'd probably also treat any obscure words as causing a round of stunning as they try to figure out what you mean (if someone yelled "Kowtow" at me it would take me more than a second to figure out what they wanted me to do).
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Old 02-14-2018, 01:49 PM   #24
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

With just a slight shift in pronunciation, it could be interpreted as trying to drag the minotaur away*.

Which probably won't go well.

*Look, there's always a minotaur in my DF games that's just how it goes.
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Old 02-14-2018, 01:56 PM   #25
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

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With just a slight shift in pronunciation, it could be interpreted as trying to drag the minotaur away

Where's the like button on this thing?
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Old 02-14-2018, 05:42 PM   #26
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

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*Look, there's always a minotaur in my DF games that's just how it goes.
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Old 02-15-2018, 06:34 AM   #27
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

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Originally Posted by sir_pudding View Post
"Kill yourself!" is two words as is "Kill him!"
Note that the GURPS version of Command allows two words (the one word limit is a feature of the AD&D version), and that requiring two words (and the ambiguity of what is a noun or a verb) is a feature of English anyway, which is rarely the language a wizard is giving commands in. Many languages form the imperative mood with a suffix to the verb stem, or fuse some or all direct object markers with the verb allowing kill yourself to be an unambiguously clear one word command. Since it's pretty clearly not the intent for the spell to be more powerful in Esperanto than English, there's a problem there....
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Old 02-15-2018, 07:39 AM   #28
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

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Originally Posted by Harald387 View Post
*Look, there's always a minotaur in my DF games that's just how it goes.
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Originally Posted by Žorkell View Post
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Yes. Mooooo.
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Old 02-15-2018, 07:53 AM   #29
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

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Yes. Mooooo.
Has there been an all-minotaur party yet?
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Old 02-15-2018, 10:58 AM   #30
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Default Re: [Spells] Why is Command a blocking spell, and how does it work?

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Originally Posted by malloyd View Post
Note that the GURPS version of Command allows two words (the one word limit is a feature of the AD&D version), and that requiring two words (and the ambiguity of what is a noun or a verb) is a feature of English anyway, which is rarely the language a wizard is giving commands in. Many languages form the imperative mood with a suffix to the verb stem, or fuse some or all direct object markers with the verb allowing kill yourself to be an unambiguously clear one word command. Since it's pretty clearly not the intent for the spell to be more powerful in Esperanto than English, there's a problem there....
Well if the intent is the lose their turn, and nothing actually happens, then the command itself doesn't matter.

The spell description doesn't really make this clear at all, IMO.
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